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(3 edits)

Do you mean he is "slidey" when jumping? He has almost instantaneous deceleration when on the ground so I don't really understand how he would be sliding around on platforms. I really want to make sure the player feels nice so I want to get to the bottom of this. Definitely don't want the player character feeling like he is sliding around.

You are the second person to mention this though so I will take a look at the acceleration/deceleration and make some tweaks for the next update. Push it even more away from slidey controls.

Thanks for the feedback!

Yeah, I did mean while jumping

Thought so. I have since modified the GB Studio platformer engine to improve the controls in this regard and will release a new version very soon. Thanks again.

you might have fixed this, but I've noticed that when you jump there seems to be momentum carried through. And when platforming, this makes everything feel a bit slippy, especially when you're trying to do a series of jumps and slide off the final platform without the jump key taking effect.

I've also found that momentum is weird when trying to reposition in the air, with the character feeling way too sensitive to adjustments. The ghost-jumping sections are really painful as a result.

I'm on OSX if that makes any difference.

(1 edit)

Yes, I agree. The GB Studio platformer engine does not have coyote time programmed in (you still jump when you hit the jump button a few frames late and run off a ledge a bit). I am trying to get it implemented because it will really help platformer games made with that engine feel better.

I have already fixed the weird "in air" controls. I didnt have time to modify the engine so the player character acted the way I wanted during the 7 day jam but the soon to be released update will feel loads better (I'll be uploading that in a week once voting ends).

Thanks for your feedback!